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I had to take a little break from dinos. But I did I run a little sandbox test on the Visitor Center to see if I could get through the front doors and up to the second floor. I was able to get up front steps and through the door. But the curving stairs I made to get up to the mezzanine weren't driveable.I wanted real stairs but might need to make it a ramp.I'll get working on this again this week.

Mmmh... What about a ramp as a drivable actor using the same edges of the steps but then using the wireframe rendering mode or even the invisible mode if it keeps collison (I doubt it)? Not sure my explanations are clear enough. Else just make simple ramp with a transparent texture?

The ramp as I explained here is what I wanted to do to make the stairs in Econo's E1M4 driveable (have to finish that someday!).

I think I know what you're saying. Have an invisible ramp sitting just above the stairs?I first am going to make another, more accurate set of stairs with more steps so there's less space between the risers. If that still doesn't work I'll add the invisible ramp with material modifier so you get the bump, bump up the stairs.

That's looking great Pip. It's always fun to get something ingame as a sanity check as you're working on it.

I did make some better looking stairs for the Visitor Center, but still weren't drivable. Actually, I made it halfway up before my car got wasted. So invisi-ramp will need to be laid over the stairs.

Something that does have me worried is lately some the UV mapping on my models is getting screwed up in the conversion process. This happens every so often to me, it's really frustrating and I have yet to figure out what causes it. I have the V Center partially textured and already it looks screwy in my sandbox test. Places that should be glass are concrete. Grrr. It looks good in SketchUp, looks good rendered in 3DSMax after I import the .3DS. But by the time it goes from an ASE to an ASC and into PT2 something goes wonky.

Anyway, rant over. You guys'll all just say 'that's what you get for using SketchUp, you dope.'

@ CoffeyCup: Maybe it's time you try Harm's Carmatools for 3DSMAX? It supports 3DSMAX2012 down to 2009 I think.

I don't think there's any particular problem in creating models in SketchUp if it's easier or more natural for you, as long as you can find a proper export way once completed. Or then learn what causes issues and how to work around them without voodoo magic :)

Slow maybe, but good nonetheless! It sure looks true to the original already. Nice touch with adding those kids ;)

about the trespasser map; I decided to put it on hold for a while. I have a number of projects running, and I figured this one has a low priority. Unfortunately I have so many projects running I will have to find a good order in to which I will finish them...

Hey Pip, lookin' good. It ain't taking that long. There's lot's of details to deal with on that thing.

Harm, I think I have 'too many irons in the fire' too. I had a big burst of creativity a month ago cranking out dinos, skins and researching JP buildings. Now I am kinda in a lull, my output is like a rollercoaster.

Hoo hoo, nice. Exterior is done? Looks awesome, love all the details like the sensorson the bumper for guidance system and the stereo camera(?) on the dash.I see you really studied the burgundy stripes that run across hood and roof.

Thanks Coffey Body is about 90% done, will add more shading at a later stage. What I really want is a nice electric motor WAV that doesn't sound like a hairdryer at full speed. so if anyone can supply one of those (not the hairdryer) I'd be happy.

I could have made this easy.. I could have just posted a sond and said, Here hows this?.

But I had to create a car to show How I set up my 1 gear car so that it moves, But still dosent go Too fast, A new car just to show that, I could have just used a box, And I dont know why I had the urge to add a simple model too... Thus is the way of the odd carmageddon modder.

Here ya go. new sound, shows you how I set it and all, Dosent sound right with gears, give it a try tell me what you think, Its a modified sound I did for yas, if you dont like.. be honist and say so, yo

Hah, so cool. But seeing that picture below makes me wonder, who is driving the explorer?

Maybe you make believe you're Dennis Nedry controlling from your PC. Except that you ARE controlling it from your PC.

Looks great Pip, guess I gotta get back to working on the map. I did a few simple side projects trying to duplicate the problem I was having with texture mapping, but of course it never occurs on the simple tests.

Haha cool. I got your email but haven't driven yet.Am I releasing it or hanging on to it until a map - mine, Harm's or Mastro's - is ready? I've been keeping the dinos I made in cryogenic suspension down in the basement.(some still need minor tweaking)

I'm working on my map this week, no lie. Even so, it won't be ready for quite some time.

Feels once again like your best car so far!I love the attention to details :) And the engine noise works really well.The cockpit view is also immersive (in regard to the movie), I watched the blinking screen a bit expecting Dennis to pop up Great glasses of water too, with env map effect.

I have been working on the Isla Nublar map the past few nights trying to get some of the blank, untextured areas filled in. I wanted to get a reasonable sized section textured so I could get it ingame and get a sense of the scale of things.

I got the map in game and AGAIN the texture mapping is all screwed up. My shoreline sand texture is used everywhere! Why does this not happen on my small 'test' projects? Very frustrating.

When I import the .3DS into 3DSMax and do a render everything looks good. Somewhere between exporting the ASE and converting to ASC something goes wonky. Grrr.

I might have to ask a favor of someone to take my 3Ds and take it through the conversion process into PT2 to see if it is something with my setup/settings.I might have to give up on the huge map idea and do smaller areas??